A place where the worst of the worst went, known only a certain magical prison. It's current structure was--ironically-- designed by a previous inmate who found the prison to be boring. " A ton of darkness, not enough puzzles and dismemberment." His first change was as a result of his newly patented magic inhibition field, outfitting the dungeon with a protective miasma that kept both the screaming and the scrying within. Magic,he thought, was a boring method to deal with life's interesting problems. Of course, he didn't limit them like this just to see them right with their fists; he also wanted to witness dissension among their ranks. It was established that periodically groups of prisoners would be assembled for final testing,and each member would be handed 3 cards: all red, one with a skull symbol affixed to it. A card is what one offers or gains as a consequence of a wager. These cards can also be used to activate certain mechanisms in the testing area. Losing the red skull card to another prisoner means they have temporary control over you, an amount of absolute orders that is determined by the number of non skull cards in one's possession; they go back to the dealer's hand when used to control the owner of the red skull.
Your group is like any other group, released from the side doors of cells which you cannot for the life of you manage to find again. The group at the beginning of a long, carpetted hallway that winds through space in a curious spiral. The first puzzle: insert card in slot of door. The door at the end of the tunnel may be opened vas easily as that, but the cards are sacred, though none of them remembers using them before. They just have a strange sense of their meaning. A card cannot be given or taken away unless the owner freely chooses to do so, or they have undertaken a binding oath.
Your group is like any other group, released from the side doors of cells which you cannot for the life of you manage to find again. The group at the beginning of a long, carpetted hallway that winds through space in a curious spiral. The first puzzle: insert card in slot of door. The door at the end of the tunnel may be opened vas easily as that, but the cards are sacred, though none of them remembers using them before. They just have a strange sense of their meaning. A card cannot be given or taken away unless the owner freely chooses to do so, or they have undertaken a binding oath.